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register register!
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@ -237,7 +237,24 @@ separate groups of related registers.
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Each of these are a read/write `u16` location. This is where we get to all of
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the important details that we've been putting off.
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TODO: don't put it off any longer!
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* 2 bits for the priority of each background (0 being highest). If two
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backgrounds are set to the same priority the the lower numbered background
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layer takes prescience.
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* 2 bits for "character base block", the charblock that all of the tile indexes
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for this background are offset from.
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* 1 bit for mosaic effect being enabled (we'll get to that below).
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* 1 bit to enable 8bpp, otherwise 4bpp is used.
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* 5 bits to pick the "screen base block", the screen block that serves as the
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_base_ value for this background.
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* 1 bit that is _not_ used in regular mode, but in affine mode it can be enabled
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to cause the affine background to wrap around at the edges.
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* 2 bits for the background size.
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The size works a little funny. When size is 0 only the base screen block is
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used. If size is 1 or 2 then the base screenblock and the following screenblock
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are placed next to each other (horizontally for 1, vertically for 2). If the
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size is 3 then the base screenblock and the following three screenblocks are
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arranged into a 2x2 grid of screenblocks.
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### Background Offset
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@ -268,5 +285,4 @@ it will loop.
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## Mosaic
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TODO: talk about mosaic? It's just one small side step, and you can set it with
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a register we just talked about, so might as well.
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TODO: talk about mosaic.
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